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/*************************************************************************/
/* rasterizer_storage_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZERSTORAGEGLES2_H
#define RASTERIZERSTORAGEGLES2_H
#include "self_list.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
#include "shader_compiler_gles2.h"
#include "shader_gles2.h"
#include "shaders/copy.glsl.gen.h"
/*
#include "shaders/blend_shape.glsl.gen.h"
#include "shaders/canvas.glsl.gen.h"
#include "shaders/copy.glsl.gen.h"
#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/particles.glsl.gen.h"
*/
class RasterizerCanvasGLES2;
class RasterizerSceneGLES2;
class RasterizerStorageGLES2 : public RasterizerStorage {
public:
RasterizerCanvasGLES2 *canvas;
RasterizerSceneGLES2 *scene;
static GLuint system_fbo;
struct Config {
bool shrink_textures_x2;
bool use_fast_texture_filter;
// bool use_anisotropic_filter;
bool hdr_supported;
bool use_rgba_2d_shadows;
// float anisotropic_level;
int max_texture_image_units;
int max_texture_size;
bool generate_wireframes;
bool use_texture_array_environment;
Set<String> extensions;
bool keep_original_textures;
bool no_depth_prepass;
bool force_vertex_shading;
} config;
struct Resources {
GLuint white_tex;
GLuint black_tex;
GLuint normal_tex;
GLuint aniso_tex;
GLuint quadie;
GLuint quadie_array;
} resources;
mutable struct Shaders {
ShaderCompilerGLES2 compiler;
CopyShaderGLES2 copy;
ShaderCompilerGLES2::IdentifierActions actions_canvas;
ShaderCompilerGLES2::IdentifierActions actions_scene;
ShaderCompilerGLES2::IdentifierActions actions_particles;
} shaders;
struct Info {
uint64_t texture_mem;
uint64_t vertex_mem;
struct Render {
uint32_t object_count;
uint32_t draw_call_count;
uint32_t material_switch_count;
uint32_t surface_switch_count;
uint32_t shader_rebind_count;
uint32_t vertices_count;
void reset() {
object_count = 0;
draw_call_count = 0;
material_switch_count = 0;
surface_switch_count = 0;
shader_rebind_count = 0;
vertices_count = 0;
}
} render, render_final, snap;
Info() {
texture_mem = 0;
vertex_mem = 0;
render.reset();
render_final.reset();
}
} info;
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
/* TEXTURE API */
struct RenderTarget;
struct Texture : RID_Data {
Texture *proxy;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height;
int alloc_width, alloc_height;
Image::Format format;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size;
int total_data_size;
bool ignore_mipmaps;
int mipmaps;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Ref<Image> images[6];
Texture() {
flags = 0;
width = 0;
height = 0;
alloc_width = 0;
alloc_height = 0;
format = Image::FORMAT_L8;
target = 0;
data_size = 0;
total_data_size = 0;
ignore_mipmaps = false;
active = false;
tex_id = 0;
stored_cube_sides = 0;
proxy = NULL;
render_target = NULL;
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = NULL;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
};
mutable RID_Owner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type);
virtual RID texture_create();
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT);
virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_texid(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
virtual void textures_keep_original(bool p_enable);
virtual void texture_set_proxy(RID p_texture, RID p_proxy);
virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
/* SKY API */
virtual RID sky_create();
virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
/* SHADER API */
struct Material;
struct Shader : public RID_Data {
RID self;
VS::ShaderMode mode;
ShaderGLES2 *shader;
String code;
SelfList<Material>::List materials;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
uint32_t texture_count;
uint32_t custom_code_id;
uint32_t version;
SelfList<Shader> dirty_list;
Map<StringName, RID> default_textures;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
bool valid;
String path;
struct CanvasItem {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
};
int blend_mode;
/*
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
int light_mode;
*/
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
} canvas_item;
/*
struct Spatial {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
int blend_mode;
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_NEVER,
DEPTH_DRAW_ALPHA_PREPASS,
};
int depth_draw_mode;
enum CullMode {
CULL_MODE_FRONT,
CULL_MODE_BACK,
CULL_MODE_DISABLED,
};
int cull_mode;
bool uses_alpha;
bool uses_alpha_scissor;
bool unshaded;
bool no_depth_test;
bool uses_vertex;
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
bool uses_time;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
bool uses_world_coordinates;
} spatial;
struct Particles {
} particles;
*/
bool uses_vertex_time;
bool uses_fragment_time;
Shader() :
dirty_list(this) {
shader = NULL;
valid = false;
custom_code_id = 0;
version = 1;
}
};
mutable RID_Owner<Shader> shader_owner;
mutable SelfList<Shader>::List _shader_dirty_list;
void _shader_make_dirty(Shader *p_shader);
virtual RID shader_create();
virtual void shader_set_code(RID p_shader, const String &p_code);
virtual String shader_get_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
void _update_shader(Shader *p_shader) const;
void update_dirty_shaders();
/* COMMON MATERIAL API */
struct Material : public RID_Data {
Shader *shader;
Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<RID> textures;
float line_width;
int render_priority;
RID next_pass;
uint32_t index;
uint64_t last_pass;
Map<Geometry *, int> geometry_owners;
Map<RasterizerScene::InstanceBase *, int> instance_owners;
bool can_cast_shadow_cache;
bool is_animated_cache;
Material() :
list(this),
dirty_list(this) {
can_cast_shadow_cache = false;
is_animated_cache = false;
shader = NULL;
line_width = 1.0;
last_pass = 0;
render_priority = 0;
}
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
mutable RID_Owner<Material> material_owner;
virtual RID material_create();
virtual void material_set_shader(RID p_material, RID p_shader);
virtual RID material_get_shader(RID p_material) const;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
virtual void material_set_line_width(RID p_material, float p_width);
virtual void material_set_next_pass(RID p_material, RID p_next_material);
virtual bool material_is_animated(RID p_material);
virtual bool material_casts_shadows(RID p_material);
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
virtual void material_set_render_priority(RID p_material, int priority);
void update_dirty_materials();
/* MESH API */
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
virtual int mesh_get_blend_shape_count(RID p_mesh) const;
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const;
virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const;
virtual void mesh_remove_surface(RID p_mesh, int p_surface);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
virtual void mesh_clear(RID p_mesh);
/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;
void update_dirty_multimeshes();
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID());
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
virtual void immediate_color(RID p_immediate, const Color &p_color);
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate, RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
virtual AABB immediate_get_aabb(RID p_immediate) const;
/* SKELETON API */
void update_dirty_skeletons();
virtual RID skeleton_create();
virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
/* Light API */
virtual RID light_create(VS::LightType p_type);
virtual void light_set_color(RID p_light, const Color &p_color);
virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
virtual void light_set_shadow(RID p_light, bool p_enabled);
virtual void light_set_shadow_color(RID p_light, const Color &p_color);
virtual void light_set_projector(RID p_light, RID p_texture);
virtual void light_set_negative(RID p_light, bool p_enable);
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
virtual bool light_directional_get_blend_splits(RID p_light) const;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
virtual bool light_has_shadow(RID p_light) const;
virtual VS::LightType light_get_type(RID p_light) const;
virtual float light_get_param(RID p_light, VS::LightParam p_param);
virtual Color light_get_color(RID p_light);
virtual AABB light_get_aabb(RID p_light) const;
virtual uint64_t light_get_version(RID p_light) const;
/* PROBE API */
virtual RID reflection_probe_create();
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance);
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
virtual AABB reflection_probe_get_aabb(RID p_probe) const;
virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
virtual bool reflection_probe_renders_shadows(RID p_probe) const;
/* GI PROBE API */
virtual RID gi_probe_create();
virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds);
virtual AABB gi_probe_get_bounds(RID p_probe) const;
virtual void gi_probe_set_cell_size(RID p_probe, float p_size);
virtual float gi_probe_get_cell_size(RID p_probe) const;
virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform);
virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const;
virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data);
virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const;
virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range);
virtual int gi_probe_get_dynamic_range(RID p_probe) const;
virtual void gi_probe_set_energy(RID p_probe, float p_range);
virtual float gi_probe_get_energy(RID p_probe) const;
virtual void gi_probe_set_bias(RID p_probe, float p_range);
virtual float gi_probe_get_bias(RID p_probe) const;
virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
virtual float gi_probe_get_normal_bias(RID p_probe) const;
virtual void gi_probe_set_propagation(RID p_probe, float p_range);
virtual float gi_probe_get_propagation(RID p_probe) const;
virtual void gi_probe_set_interior(RID p_probe, bool p_enable);
virtual bool gi_probe_is_interior(RID p_probe) const;
virtual void gi_probe_set_compress(RID p_probe, bool p_enable);
virtual bool gi_probe_is_compressed(RID p_probe) const;
virtual uint32_t gi_probe_get_version(RID p_probe);
virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data);
/* LIGHTMAP */
virtual RID lightmap_capture_create();
virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree);
virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const;
virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform);
virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const;
virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv);
virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const;
virtual void lightmap_capture_set_energy(RID p_capture, float p_energy);
virtual float lightmap_capture_get_energy(RID p_capture) const;
virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const;
/* PARTICLES */
void update_particles();
virtual RID particles_create();
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_get_emitting(RID p_particles);
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
virtual void particles_set_pre_process_time(RID p_particles, float p_time);
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
virtual void particles_set_speed_scale(RID p_particles, float p_scale);
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
virtual void particles_set_process_material(RID p_particles, RID p_material);
virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
virtual void particles_restart(RID p_particles);
virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
virtual void particles_set_draw_passes(RID p_particles, int p_passes);
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
virtual void particles_request_process(RID p_particles);
virtual AABB particles_get_current_aabb(RID p_particles);
virtual AABB particles_get_aabb(RID p_particles) const;
virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
virtual int particles_get_draw_passes(RID p_particles) const;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
/* INSTANCE */
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
/* RENDER TARGET */
struct RenderTarget : public RID_Data {
GLuint fbo;
GLuint color;
GLuint depth;
// TODO post processing effects?
// TODO HDR?
// TODO this is hardcoded for texscreen copies for now
struct Effect {
GLuint fbo;
int width;
int height;
GLuint color;
Effect() {
fbo = 0;
width = 0;
height = 0;
color = 0;
}
};
Effect copy_screen_effect;
int width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
bool used_in_frame;
VS::ViewportMSAA msaa;
RID texture;
RenderTarget() {
fbo = 0;
color = 0;
depth = 0;
width = 0;
height = 0;
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
flags[i] = false;
}
used_in_frame = false;
msaa = VS::VIEWPORT_MSAA_DISABLED;
}
};
mutable RID_Owner<RenderTarget> render_target_owner;
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_was_used(RID p_render_target);
virtual void render_target_clear_used(RID p_render_target);
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
/* CANVAS SHADOW */
virtual RID canvas_light_shadow_buffer_create(int p_width);
/* LIGHT SHADOW MAPPING */
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
virtual VS::InstanceType get_base_type(RID p_rid) const;
virtual bool free(RID p_rid);
struct Frame {
RenderTarget *current_rt;
bool clear_request;
Color clear_request_color;
int canvas_draw_commands;
float time[4];
float delta;
uint64_t prev_tick;
uint64_t count;
} frame;
void initialize();
void finalize();
virtual bool has_os_feature(const String &p_feature) const;
virtual void update_dirty_resources();
virtual void set_debug_generate_wireframes(bool p_generate);
virtual void render_info_begin_capture();
virtual void render_info_end_capture();
virtual int get_captured_render_info(VS::RenderInfo p_info);
virtual int get_render_info(VS::RenderInfo p_info);
RasterizerStorageGLES2();
};
#endif // RASTERIZERSTORAGEGLES2_H
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